Wizard
Base Class: Wizard

Arcane wizards manipulate focused mysterious arcane and raw mana powers more adeptly than others, destroying enemies with overwhelming raw magic force. Arcane mages adopt a more scholarly persona than other mages.

Arcane Spheres

Starting at 2nd level, you learn how to manipulate raw arcane energy to deal more damage with your magical powers. Whenever you deal force damage to a creature through a spell or ability, you gain one arcane sphere. These transparent spheres float around your body, but they cannot be touched. In addition, they emit evocation magic if detected by a detect magic spell or similar magic. You cannot gain more than one arcane sphere per round.

For every arcane sphere you have, you may deal an additional 1 point of force damage with spells and abilities that deal force damage. You can only have a maximum number of arcane spheres equal to 2 + your proficiency bonus, and they remain for one hour after being acquired. The spheres disappear early if you drop to 0 hit points, fall unconscious, or die.

Arcane Blast

Also at 2nd level, you can use your action to channel your arcane powers into a bright blue beam that you shoot at a creature within 60 feet of you. When you do so, make a ranged spell attack. On a hit, the target takes 1d6 force damage per half the maximum spell level you can access (rounded up). For example if you're a 5th-level wizard, you have access up to 3rd-level spells, so half of a 3rd-level spell would be a 2nd-level spell, so this feature deals 2d6 force damage.

The first time you use this feature after a long rest, you do not need to expend any spell slots. However, every consecutive time you use it, you must expend a spell slot. The damage of this feature is 1d6 per spell slot expended.

Transfusion

Starting at 6th level, when a transmutation spell that you have cast on a creature ends, either by them saving against the spell or by the spell's duration ending, that creature takes 2d6 force damage and an additional 1d6 per spell level. This has no effect on the creature if they succeed against the initial saving throw.

Spell-Flare

At 10th level, you may twist a spell against its caster when it is dispelled by your abjuration spells. Whenever you dispel a magical effect on a creature, by the dispel magic spell for instance, you can deal 1d4 force damage per spell level expended to the caster. This damage can only be applied once per round and the creature gains no benefit from damage resistances.

You can use this feature twice. You regain all expended uses when you finish a short or long rest.

Rune of Power

Starting at 14th level, you may use your action to magically create a rune of power up to 30 feet away that focuses the ley lines of the realm you are in. The rune occupies a 5-foot square. Any creature standing within the rune that can expend spell slots in order to cast spells may cast a spell of 5th or lower without using up a spell slot. After this use, the rune disappears. You may dispel the rune as a bonus action or as a reaction that you take when a creature attempts to use the rune. The rune remains for one hour unless dispelled or used.

You may create three runes using this feature. You regain all expended uses of this feature when you finish a long rest.

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